SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Robot Motion Planning
Finding paths for coherent groups using clearance
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2006 Papers
Planning Algorithms
Computer Animation and Virtual Worlds
Creating High-quality Paths for Motion Planning
International Journal of Robotics Research
Real-time navigation of independent agents using adaptive roadmaps
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Real-Time Scalable Motion Planning for Crowds
CW '07 Proceedings of the 2007 International Conference on Cyberworlds
Relaxed Steering towards Oriented Region Goals
Motion in Games
Simulating formations of non-holonomic systems with control limits along curvilinear coordinates
MIG'10 Proceedings of the Third international conference on Motion in games
Way portals: efficient multi-agent navigation with line-segment goals
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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A central problem in games is planning high-quality paths for characters avoiding obstacles in the environment. Current games require a path planner that is fast (to ensure real-time interaction) and flexible (to avoid local hazards). In addition, a path needs to be natural, meaning that the path is smooth, short, keeps some clearance to obstacles, avoids other characters, etcetera . Game worlds are normally populated with a large number of characters. In this paper we show how the recently introduced Corridor Map Method can be extended and used to efficiently compute smooth motions for these characters. We will consider crowds in which the characters wander around, characters have goals, and characters behave as a coherent group. The approach is very fast. Even in environments with 5000 characters it uses only 40% of the processing power of a single core of a cpu . Also the resulting paths are indeed natural.